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Beep to Boom

The Development of Advanced Runtime Sound Systems for Games and Extended Reality

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"Simon N Goodwin is one of the most knowledgeable and decent people you can meet in the Games industry. A true unsung hero, who has helped revolutionise audio."

Murray Rigluth, former Director, Sony DADC

"Simon Goodwin has used Ambisonics in game development probably longer than anyone else."

Stephan Schütze, Sound Librarian, award-winning sound designer with Oculus, Magic Leap and Facebook Spatial Audio teams, author of New Realities in Audio, A Practical Guide for VR, AR, MR and 360 Video (CRC Press)

"What he doesn’t know about audio engineering is not worth knowing. [...] If you have even a passing interest in audio and audio for games, you should take a look at getting a copy."

Justin Andrews, Senior Audio Programmer, Codemasters

“For anyone who's interested in gameaudio, dsp, gamesound or any other aspect of videogame audio, this book is pretty special. Straight from of one of the games industry's most respected audio minds."

Jason Page, Console Support Manager at Unity3D
“Years of wisdom from the best audio programmer I've known.”

Ethan Larson, Game Designer on Dead by Daylight at Behaviour Interactive

»

Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems. Les mer

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Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems.


Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles.


Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.

Detaljer

Forlag
Routledge
Innbinding
Paperback
Språk
Engelsk
Sider
288
ISBN
9781138543904
Utgivelsesår
2019
Format
24 x 19 cm

Anmeldelser

«

"Simon N Goodwin is one of the most knowledgeable and decent people you can meet in the Games industry. A true unsung hero, who has helped revolutionise audio."

Murray Rigluth, former Director, Sony DADC

"Simon Goodwin has used Ambisonics in game development probably longer than anyone else."

Stephan Schütze, Sound Librarian, award-winning sound designer with Oculus, Magic Leap and Facebook Spatial Audio teams, author of New Realities in Audio, A Practical Guide for VR, AR, MR and 360 Video (CRC Press)

"What he doesn’t know about audio engineering is not worth knowing. [...] If you have even a passing interest in audio and audio for games, you should take a look at getting a copy."

Justin Andrews, Senior Audio Programmer, Codemasters

“For anyone who's interested in gameaudio, dsp, gamesound or any other aspect of videogame audio, this book is pretty special. Straight from of one of the games industry's most respected audio minds."

Jason Page, Console Support Manager at Unity3D
“Years of wisdom from the best audio programmer I've known.”

Ethan Larson, Game Designer on Dead by Daylight at Behaviour Interactive

»

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